public static T Get <T>(int id) { ConfigComponent configComponent = Game.Scene.GetComponent <ConfigComponent>(); IConfig config = configComponent.Get(typeof(T), id); return((T)config); }
int getRewardItemId(int luckyValue) { int itemId = 1; int r = Common_Random.getRandom(1, 1000); int temp = 0; ConfigComponent configCom = Game.Scene.GetComponent <ConfigComponent>(); List <ZhuanpanConfig> shopInfoList = new List <ZhuanpanConfig>(); for (int i = 1; i < configCom.GetAll(typeof(ZhuanpanConfig)).Length + 1; ++i) { ZhuanpanConfig config = (ZhuanpanConfig)configCom.Get(typeof(ZhuanpanConfig), i); if (r <= (config.Probability + temp)) { itemId = config.itemId; break; } else { temp += config.Probability; } } return(itemId); }
string getReward(int itemId, int LuckyValue) { string reward = "1:1"; ConfigComponent configCom = Game.Scene.GetComponent <ConfigComponent>(); List <ZhuanpanConfig> shopInfoList = new List <ZhuanpanConfig>(); for (int i = 1; i < configCom.GetAll(typeof(ZhuanpanConfig)).Length + 1; ++i) { ZhuanpanConfig config = (ZhuanpanConfig)configCom.Get(typeof(ZhuanpanConfig), i); if (config.itemId == itemId) { if (config.propId != 3) { reward = (config.propId + ":" + config.PropNum); } else { reward = (config.propId + ":" + config.PropNum); } if (LuckyValue >= 99) { reward += ";111:10"; } } } return(reward); }
public static CharacterConfig GetCharacterConfig(long id) { ConfigComponent configComponent = Game.Scene.GetComponent <ConfigComponent>(); CharacterConfig data = configComponent.Get(typeof(CharacterConfig), id) as CharacterConfig; if (data == null) { //DB存檔資料預設值會跑到這裡來,可能要改善一下 //Log.Info($"Character Config ID [{id}] doesnt exist!"); } return(data); }
protected override void Run(ETModel.Session session, A1011_SpawnMonster_M2C message) { //服务端通知客户端刷新一波士兵 2战士 1法师 TimerComponent timerComponent = ETModel.Game.Scene.GetComponent <TimerComponent>(); ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>(); GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit"); ConfigComponent config = Game.Scene.GetComponent <ConfigComponent>(); Moba5V5Component moba = Moba5V5Component.instance; //创建24个野怪 其中61号Boss1跳过 配置编号49-72 for (int i = 0; i < 24; i++) { if (i == 12) { continue; } //获取角色配置 Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 49); GameObject prefab = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab); prefab.transform.position = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]); prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0); //创建角色 Gamer gamer = ETModel.ComponentFactory.Create <Gamer>(); gamer.GameObject = UnityEngine.Object.Instantiate(prefab); gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false); int mobaID = moba.MobaID; //获取ID moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典 //添加Unity组件 NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>(); navMeshAgent.radius = 0.2f; navMeshAgent.height = 0.8f; navMeshAgent.angularSpeed = 360f; navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance; //添加ET组件 gamer.AddComponent <GamerAnimatorComponent>(); gamer.AddComponent <GamerMoveComponent>(); gamer.AddComponent <GamerTurnComponent>(); gamer.AddComponent <GamerPathComponent>(); //设置角色 CharacterComponent character = gamer.AddComponent <CharacterComponent>(); character.mobaID = mobaID; character.group = moba5V5Config.Group; //阵营 character.type = moba5V5Config.Type; //类型 } }
/// <summary> /// 获取在线时长 /// </summary> /// <param name="userId"></param> public static async Task <int> GetRestOnlineSeconds(long userId) { DBProxyComponent proxyComponent = Game.Scene.GetComponent <DBProxyComponent>(); ConfigComponent configComponent = Game.Scene.GetComponent <ConfigComponent>(); List <GamerInfoDB> gamerInfos = await proxyComponent.QueryJson <GamerInfoDB>($"{{UId:{userId}}}"); if (gamerInfos.Count == 0) { TreasureConfig config = (TreasureConfig)configComponent.Get(typeof(TreasureConfig), 1); return(config.TotalTime); } else { for (int j = 1; j < gamerInfos.Count; j++) { await proxyComponent.Delete <GamerInfoDB>(gamerInfos[j].Id); } } TreasureConfig treasureConfig = configComponent.Get(typeof(TreasureConfig), ++gamerInfos[0].DailyTreasureCount) as TreasureConfig; //当天的宝箱已领取完 if (treasureConfig == null) { return(-1); } int i = treasureConfig.TotalTime - gamerInfos[0].DailyOnlineTime; // Log.Debug("TotalTime" + treasureConfig.TotalTime); // Log.Debug("gamerInfos[0].DailyOnlineTime" + gamerInfos[0].DailyOnlineTime); // Log.Debug("还剩" + i); return(i); }
/// <summary> /// 记录玩家数据 /// </summary> /// <param name="userId"></param> /// <param name="totalSeconds"></param> /// <returns></returns> public static async Task RecordGamerInfo(long userId, int totalSeconds) { DBProxyComponent proxyComponent = Game.Scene.GetComponent <DBProxyComponent>(); ConfigComponent configComponent = Game.Scene.GetComponent <ConfigComponent>(); List <GamerInfoDB> gamerInfos = await proxyComponent.QueryJson <GamerInfoDB>($"{{UId:{userId}}}"); GamerInfoDB gamerInfo; if (gamerInfos.Count == 0) { gamerInfo = ComponentFactory.CreateWithId <GamerInfoDB>(IdGenerater.GenerateId()); } else { gamerInfo = gamerInfos[0]; } gamerInfo.UId = userId; gamerInfo.DailyOnlineTime += totalSeconds; gamerInfo.TotalOnlineTime += totalSeconds; TreasureConfig treasureConfig = configComponent.Get(typeof(TreasureConfig), ++gamerInfo.DailyTreasureCount) as TreasureConfig; // Log.Debug(gamerInfo.DailyTreasureCount + ""); // Log.Debug(JsonHelper.ToJson(treasureConfig)); if (gamerInfo.DailyOnlineTime > treasureConfig?.TotalTime) { gamerInfo.DailyOnlineTime = treasureConfig.TotalTime; } --gamerInfo.DailyTreasureCount; await proxyComponent.Save(gamerInfo); //记录玩家在线时长 await DBCommonUtil.UpdateChengjiu(userId, 107, totalSeconds); await DBCommonUtil.UpdateChengjiu(userId, 108, totalSeconds); await DBCommonUtil.UpdateChengjiu(userId, 109, totalSeconds); }
protected override async void Run(Session session, C2G_LoginGate message, Action <G2C_LoginGate> reply) { G2C_LoginGate response = new G2C_LoginGate(); try { long userId = Game.Scene.GetComponent <NjmjGateSessionKeyComponent>().Get(message.Key); if (userId == 0) { response.Error = ErrorCode.ERR_ConnectGateKeyError; response.Message = "Gate key验证失败!"; reply(response); return; } // 检测是否已存在 UserComponentSystem.CheckIsExistTheUser(userId); //创建User对象 User user = UserFactory.Create(userId, session); await user.AddComponent <MailBoxComponent>().AddLocation(); //添加心跳包 session.AddComponent <HeartBeatComponent>().CurrentTime = TimeHelper.ClientNowSeconds(); //添加User对象关联到Session上 session.AddComponent <SessionUserComponent>().User = user; //添加消息转发组件 session.AddComponent <MailBoxComponent, string>(ActorType.GateSession); response.PlayerId = user.Id; response.Uid = userId; ConfigComponent configCom = Game.Scene.GetComponent <ConfigComponent>(); DBProxyComponent proxyComponent = Game.Scene.GetComponent <DBProxyComponent>(); { //商城 if (ShopData.getInstance().getDataList().Count == 0) { List <ShopConfig> shopList = new List <ShopConfig>(); for (int i = 1; i < configCom.GetAll(typeof(ShopConfig)).Length + 1; ++i) { int id = 1000 + i; ShopConfig config = (ShopConfig)configCom.Get(typeof(ShopConfig), id); shopList.Add(config); } ShopData.getInstance().getDataList().AddRange(shopList); } //#region AddShopInfo List <ShopInfo> shopInfoList = new List <ShopInfo>(); for (int i = 0; i < ShopData.getInstance().getDataList().Count; ++i) { ShopConfig config = ShopData.getInstance().getDataList()[i]; ShopInfo info = new ShopInfo(); info.Id = (int)config.Id; info.Name = config.Name; info.Price = config.Price; info.ShopType = config.shopType; info.Desc = config.Desc; info.CurrencyType = config.CurrencyType; info.Items = config.Items; info.Icon = config.Icon; info.VipPrice = config.VipPrice; shopInfoList.Add(info); } response.ShopInfoList = shopInfoList; } { //任务 if (TaskData.getInstance().getDataList().Count == 0) { List <TaskConfig> taskList = new List <TaskConfig>(); for (int i = 1; i < configCom.GetAll(typeof(TaskConfig)).Length + 1; ++i) { int id = 100 + i; TaskConfig config = (TaskConfig)configCom.Get(typeof(TaskConfig), id); taskList.Add(config); } TaskData.getInstance().getDataList().AddRange(taskList); } } { //成就 if (ChengjiuData.getInstance().getDataList().Count == 0) { List <ChengjiuConfig> chengjiuList = new List <ChengjiuConfig>(); for (int i = 1; i < configCom.GetAll(typeof(ChengjiuConfig)).Length + 1; ++i) { int id = 100 + i; ChengjiuConfig config = (ChengjiuConfig)configCom.Get(typeof(ChengjiuConfig), id); chengjiuList.Add(config); } ChengjiuData.getInstance().getDataList().AddRange(chengjiuList); } } List <UserBag> bagInfoList = await proxyComponent.QueryJson <UserBag>($"{{UId:{userId}}}"); response.BagList = new List <Bag>(); List <Bag> bagList = new List <Bag>(); for (int i = 0; i < bagInfoList.Count; ++i) { Bag bag = new Bag(); bag.ItemId = bagInfoList[i].BagId; bag.Count = bagInfoList[i].Count; bagList.Add(bag); } response.BagList = bagList; PlayerBaseInfo playerBaseInfo = await DBCommonUtil.getPlayerBaseInfo(userId); // 老用户检测 { try { AccountInfo accountInfo = await DBCommonUtil.getAccountInfo(userId); if (accountInfo.OldAccountState == 1) { string url = "http://fksq.hy51v.com:10086/CheckIsOldUser?machine_id=" + accountInfo.MachineId + "&game_id=217"; string str = HttpUtil.GetHttp(url); Log.Debug("web地址:" + url); Log.Debug("判断是否是老用户:" + str); JObject result = JObject.Parse(str); string old_uid = (string)result.GetValue("old_uid"); // 不是老用户 if (string.IsNullOrEmpty(old_uid)) { accountInfo.OldAccountState = 3; await proxyComponent.Save(accountInfo); } // 是老用户 else { List <Log_OldUserBind> log_OldUserBinds = await proxyComponent.QueryJson <Log_OldUserBind>($"{{macId:'{accountInfo.MachineId}'}}"); if (log_OldUserBinds.Count > 0) { accountInfo.OldAccountState = 3; await proxyComponent.Save(accountInfo); } else { accountInfo.OldAccountState = 2; await proxyComponent.Save(accountInfo); // 记录绑定日志 { Log_OldUserBind log_OldUserBind = ComponentFactory.CreateWithId <Log_OldUserBind>(IdGenerater.GenerateId()); log_OldUserBind.Uid = userId; log_OldUserBind.OldUid = old_uid; log_OldUserBind.macId = accountInfo.MachineId; log_OldUserBind.isSendReward = 1; await proxyComponent.Save(log_OldUserBind); } { url = ("http://fksq.hy51v.com:10086/GetOldNjmjData?UserId=" + old_uid); str = HttpUtil.GetHttp(url); result = JObject.Parse(str); int moneyAmount = (int)result.GetValue("moneyAmount"); int gIngotAmount = (int)result.GetValue("gIngotAmount"); Log.Debug("老用户金币=" + moneyAmount + " 元宝=" + gIngotAmount); playerBaseInfo.GoldNum = moneyAmount; playerBaseInfo.WingNum = gIngotAmount; await proxyComponent.Save(playerBaseInfo); await DBCommonUtil.changeWealthWithStr(userId, "111:10;2:10", "老用户赠送"); } // 发送老用户广播 Actor_OldUser actor_OldUser = new Actor_OldUser(); actor_OldUser.OldAccount = old_uid; Game.Scene.GetComponent <UserComponent>().BroadCastToSingle(actor_OldUser, userId); } } } else if (accountInfo.OldAccountState == 2) { List <Log_OldUserBind> log_OldUserBinds = await proxyComponent.QueryJson <Log_OldUserBind>($"{{macId:'{accountInfo.MachineId}'}}"); if (log_OldUserBinds.Count > 0) { if (log_OldUserBinds[0].isSendReward != 1) { log_OldUserBinds[0].isSendReward = 1; await proxyComponent.Save(log_OldUserBinds[0]); await DBCommonUtil.SendMail(userId, "更新游戏奖励", "亲爱的玩家,南京麻将最新版本更新了,特意送上更新奖励,请笑纳,祝您游戏愉快!", "111:10;2:10"); } } } } catch (Exception ex) { Log.Error("检测是否是老用户出错:" + ex); } } #region 用户活动所获得的头像数据 List <OtherData> otherDatas = await proxyComponent.QueryJson <OtherData>($"{{UId:{userId}}}"); if (otherDatas.Count > 0) { response.ownIcon = otherDatas[0].OwnIcon; } #endregion reply(response); session.Send(new G2C_TestHotfixMessage() { Info = "recv hotfix message success" }); // vip上线全服广播 { if (playerBaseInfo.VipTime.CompareTo(CommonUtil.getCurTimeNormalFormat()) > 0) { Actor_LaBa actor_LaBa = new Actor_LaBa(); actor_LaBa.LaBaContent = "贵族玩家" + playerBaseInfo.Name + "上线啦!"; Game.Scene.GetComponent <UserComponent>().BroadCast(actor_LaBa); } } } catch (Exception e) { ReplyError(response, e, reply); } }
public async override void Run() { RoomComponent roomComponent = Game.Scene.GetComponent <RoomComponent>(); if (roomComponent == null) { //TODO:用command時防呆,這邊先return,應該有更好的做法 return; } ConfigComponent configComponent = Game.Scene.GetComponent <ConfigComponent>(); IConfig[] roadSettings = configComponent.GetAll(typeof(RoadSetting)); StartConfigComponent startConfigComponent = Game.Scene.GetComponent <StartConfigComponent>(); StartConfig startConfig = startConfigComponent.StartConfig; for (int i = 0; i < roadSettings.Length; i++) { RoadSetting roadSetting = roadSettings[i] as RoadSetting; if (roadSetting == null) { continue; } if (roadSetting.Id < RoadHelper.RoamingIdStart || roadSetting.Id > RoadHelper.RoamingIdEnd) { continue; } int mapIndex = startConfigComponent.MapConfigs.IndexOf(startConfig); if (startConfig.AppType != AppType.AllServer) { if (roadSetting.MapServerIndex != mapIndex) { continue; } } var mapLimitSetting = (MapLimitSetting)configComponent.Get(typeof(MapLimitSetting), roadSetting.MapServerIndex); RoomInfo roamingRoomInfo = new RoomInfo() { Title = string.Empty, RoadSettingId = roadSetting.Id, MaxMemberCount = mapLimitSetting == null ? 1000 : mapLimitSetting.MaxUserCount, }; var room = roomComponent.GetRoamingBySettingId(roadSetting.Id); if (room == null) { roamingRoomInfo.NowMemberCount = 0; room = await roomComponent.CreateRoamingRoom(roamingRoomInfo); } else { room.SetData(roamingRoomInfo); } roomComponent.Update(room).Coroutine(); //RoomInfo teamRoomInfo = new RoomInfo() //{ // Title = $"測試組隊_{RandomHelper.RandomNumber(1515, 54861655)}", // RoadSettingId = roadSetting.Id, // MaxMemberCount = 8, // NowMemberCount = 0, //}; //TeamRoomData teamRoomData = new TeamRoomData() //{ // LeaderName = $"測試玩家_{i}", // LeaderUid = 989898989, // StartUTCTimeTick = DateTime.UtcNow.Ticks, //}; //roomComponent.CreateTeamRoom(teamRoomInfo, teamRoomData); } }
protected override async ETTask Run(ETModel.Session session, M2C_CreateUnits message) { foreach (UnitInfo unitInfo in message.Units) { //TODO 暂时先忽略除英雄之外的Unit(如技能碰撞体),后期需要配表来解决这一块的逻辑,并且需要在协议里指定Unit的类型Id(注意不是运行时的Id,是Excel表中的类型Id) //TODO 诺手UnitTypeId暂定10001 if (UnitComponent.Instance.Get(unitInfo.UnitId) != null || unitInfo.UnitTypeId != 10001) { continue; } //根据不同名称和ID,创建英雄 Unit unit = UnitFactory.CreateHero(unitInfo.UnitId, "NuoKe", (RoleCamp)unitInfo.RoleCamp); //因为血条需要,创建热更层unit HotfixUnit hotfixUnit = HotfixUnitFactory.CreateHotfixUnit(unit, true); hotfixUnit.AddComponent <FallingFontComponent>(); unit.Position = new Vector3(unitInfo.X, unitInfo.Y, unitInfo.Z); //添加英雄数据 M2C_GetHeroDataResponse M2C_GetHeroDataResponse = await Game.Scene.GetComponent <SessionComponent>() .Session.Call(new C2M_GetHeroDataRequest() { UnitID = unitInfo.UnitId }) as M2C_GetHeroDataResponse; UnitComponent.Instance.Get(unitInfo.UnitId) .AddComponent <HeroDataComponent, long>(M2C_GetHeroDataResponse.HeroDataID); unit.AddComponent <NP_RuntimeTreeManager>(); //Log.Info("开始创建行为树"); ConfigComponent configComponent = Game.Scene.GetComponent <ConfigComponent>(); NP_RuntimeTreeFactory.CreateSkillNpRuntimeTree(unit, configComponent.Get <Client_SkillCanvasConfig>(10001).NPBehaveId, configComponent.Get <Client_SkillCanvasConfig>(10001).BelongToSkillId).Start(); NP_RuntimeTreeFactory.CreateSkillNpRuntimeTree(unit, configComponent.Get <Client_SkillCanvasConfig>(10002).NPBehaveId, configComponent.Get <Client_SkillCanvasConfig>(10002).BelongToSkillId).Start(); NP_RuntimeTreeFactory.CreateSkillNpRuntimeTree(unit, configComponent.Get <Client_SkillCanvasConfig>(10003).NPBehaveId, configComponent.Get <Client_SkillCanvasConfig>(10003).BelongToSkillId).Start(); NP_RuntimeTreeFactory.CreateSkillNpRuntimeTree(unit, configComponent.Get <Client_SkillCanvasConfig>(10004).NPBehaveId, configComponent.Get <Client_SkillCanvasConfig>(10004).BelongToSkillId).Start(); //Log.Info("行为树创建完成"); // 创建头顶Bar Game.EventSystem.Run(EventIdType.CreateHeadBar, unitInfo.UnitId); // 挂载头顶Bar hotfixUnit.AddComponent <HeroHeadBarComponent, Unit, FUI>(unit, Game.Scene.GetComponent <FUIComponent>().Get(unitInfo.UnitId)); } if (UnitComponent.Instance.MyUnit == null) { // 给自己的Unit添加引用 UnitComponent.Instance.MyUnit = UnitComponent.Instance.Get(PlayerComponent.Instance.MyPlayer.UnitId); UnitComponent.Instance.MyUnit .AddComponent <CameraComponent, Unit>(UnitComponent.Instance.MyUnit); UnitComponent.Instance.MyUnit.AddComponent <OutLineComponent>(); Game.Scene.GetComponent <M5V5GameComponent>().GetHotfixUnit(PlayerComponent.Instance.MyPlayer.UnitId).AddComponent <PlayerHeroControllerComponent>(); Game.EventSystem.Run(EventIdType.EnterMapFinish); } //ETModel.Log.Info($"{DateTime.UtcNow}完成一次创建Unit"); await ETTask.CompletedTask; }
protected override async Task Run(Gamer gamer, C2M_ActorGamerGetTreasure message, Action <M2C_ActorGamerGetTreasure> reply) { M2C_ActorGamerGetTreasure response = new M2C_ActorGamerGetTreasure(); try { DBProxyComponent proxyComponent = Game.Scene.GetComponent <DBProxyComponent>(); ConfigComponent configComponent = Game.Scene.GetComponent <ConfigComponent>(); //记录数据 gamer.EndTime = DateTime.Now; TimeSpan span = gamer.EndTime - gamer.StartTime; int totalSeconds = (int)span.TotalSeconds; //await DBCommonUtil.RecordGamerTime(gamer.EndTime, false, gamer.UserID); await DBCommonUtil.RecordGamerInfo(gamer.UserID, totalSeconds); List <GamerInfoDB> gamerInfos = await proxyComponent.QueryJson <GamerInfoDB>($"{{UId:{gamer.UserID}}}"); if (gamerInfos.Count == 0) { response.Error = ErrorCode.ERR_Common; response.Message = "未到时间"; reply(response); return; } GamerInfoDB gamerInfo = gamerInfos[0]; gamerInfo.DailyTreasureCount++; TreasureConfig config = configComponent.Get(typeof(TreasureConfig), gamerInfo.DailyTreasureCount) as TreasureConfig; Log.Debug("config:" + JsonHelper.ToJson(config)); if (config == null) { response.Error = ErrorCode.ERR_Common; response.Message = "宝箱已领取完"; } else { if (gamerInfo.DailyOnlineTime >= config.TotalTime) { await DBCommonUtil.ChangeWealth(gamer.UserID, 1, config.Reward, "游戏内宝箱奖励"); await proxyComponent.Save(gamerInfo); //下一个奖励 TreasureConfig treasureConfig = (TreasureConfig)configComponent.Get(typeof(TreasureConfig), ++gamerInfo.DailyTreasureCount); //宝箱领完了 if (treasureConfig == null) { response.RestSeconds = -1; response.Reward = config.Reward; } else { response.RestSeconds = treasureConfig.TotalTime - gamerInfo.DailyOnlineTime; response.Reward = config.Reward; } } else { response.Error = ErrorCode.ERR_Common; response.Message = "未到时间"; } } reply(response); gamer.StartTime = DateTime.Now; //await DBCommonUtil.RecordGamerTime(gamer.EndTime, false, gamer.UserID); } catch (Exception e) { ReplyError(response, e, reply); } await Task.CompletedTask; }
//获取微信Post外网地址 public static string GetOuterPostAddress() { if (string.IsNullOrEmpty(outerPostAddressStr)) { ConfigComponent configComponent = Game.Scene.GetComponent <ConfigComponent>(); HttpListenerAddressConfig httpListenerAddressConfig = (HttpListenerAddressConfig)configComponent.Get(typeof(HttpListenerAddressConfig), 0); outerPostAddressStr = httpListenerAddressConfig.OuterPostAddress; } return(outerPostAddressStr); }
protected override async void Run(ETModel.Session session, A1010_NewArmyWave_M2C message) { //服务端通知客户端刷新一波士兵 1坦克 战士 1法师 TimerComponent timerComponent = ETModel.Game.Scene.GetComponent <TimerComponent>(); ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>(); GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit"); ConfigComponent config = Game.Scene.GetComponent <ConfigComponent>(); Moba5V5Component moba = Moba5V5Component.instance; //创建3个蓝方坦克 配置编号37-39 for (int i = 0; i < 3; i++) { //获取角色配置 Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 37); GameObject prefab = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab); prefab.transform.position = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]); prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0); //创建角色 Gamer gamer = ETModel.ComponentFactory.Create <Gamer>(); gamer.GameObject = UnityEngine.Object.Instantiate(prefab); gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false); int mobaID = moba.MobaID; //获取ID moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典 //添加Unity组件 NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>(); navMeshAgent.radius = 0.2f; navMeshAgent.height = 0.8f; navMeshAgent.angularSpeed = 360f; navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance; //添加ET组件 gamer.AddComponent <GamerAnimatorComponent>(); gamer.AddComponent <GamerMoveComponent>(); gamer.AddComponent <GamerTurnComponent>(); gamer.AddComponent <GamerPathComponent>(); //设置角色 CharacterComponent character = gamer.AddComponent <CharacterComponent>(); character.mobaID = mobaID; character.group = moba5V5Config.Group; //阵营 character.type = moba5V5Config.Type; //类型 character.route = moba5V5Config.Route; //默认导航线路 } //创建3个红方坦克 配置编号46-48 for (int i = 0; i < 3; i++) { //获取角色配置 Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 46); GameObject prefab = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab); prefab.transform.position = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]); prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0); //创建角色 Gamer gamer = ETModel.ComponentFactory.Create <Gamer>(); gamer.GameObject = UnityEngine.Object.Instantiate(prefab); gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false); int mobaID = moba.MobaID; //获取ID moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典 //添加Unity组件 NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>(); navMeshAgent.radius = 0.2f; navMeshAgent.height = 0.8f; navMeshAgent.angularSpeed = 360f; navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance; //添加ET组件 gamer.AddComponent <GamerAnimatorComponent>(); gamer.AddComponent <GamerMoveComponent>(); gamer.AddComponent <GamerTurnComponent>(); gamer.AddComponent <GamerPathComponent>(); //设置角色 CharacterComponent character = gamer.AddComponent <CharacterComponent>(); character.mobaID = mobaID; character.group = moba5V5Config.Group; //阵营 character.type = moba5V5Config.Type; //类型 character.route = moba5V5Config.Route; //默认导航线路 } await timerComponent.WaitAsync(1000); for (int i = 0; i < 3; i++) { //获取角色配置 Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 31); GameObject prefab = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab); prefab.transform.position = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]); prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0); //创建角色 Gamer gamer = ETModel.ComponentFactory.Create <Gamer>(); gamer.GameObject = UnityEngine.Object.Instantiate(prefab); gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false); int mobaID = moba.MobaID; //获取ID moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典 //添加Unity组件 NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>(); navMeshAgent.radius = 0.2f; navMeshAgent.height = 0.8f; navMeshAgent.angularSpeed = 360f; navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance; //添加ET组件 gamer.AddComponent <GamerAnimatorComponent>(); gamer.AddComponent <GamerMoveComponent>(); gamer.AddComponent <GamerTurnComponent>(); gamer.AddComponent <GamerPathComponent>(); //设置角色 CharacterComponent character = gamer.AddComponent <CharacterComponent>(); character.mobaID = mobaID; character.group = moba5V5Config.Group; //阵营 character.type = moba5V5Config.Type; //类型 character.route = moba5V5Config.Route; //默认导航线路 } for (int i = 0; i < 3; i++) { //获取角色配置 Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 40); GameObject prefab = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab); prefab.transform.position = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]); prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0); //创建角色 Gamer gamer = ETModel.ComponentFactory.Create <Gamer>(); gamer.GameObject = UnityEngine.Object.Instantiate(prefab); gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false); int mobaID = moba.MobaID; //获取ID moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典 //添加Unity组件 NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>(); navMeshAgent.radius = 0.2f; navMeshAgent.height = 0.8f; navMeshAgent.angularSpeed = 360f; navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance; //添加ET组件 gamer.AddComponent <GamerAnimatorComponent>(); gamer.AddComponent <GamerMoveComponent>(); gamer.AddComponent <GamerTurnComponent>(); gamer.AddComponent <GamerPathComponent>(); //设置角色 CharacterComponent character = gamer.AddComponent <CharacterComponent>(); character.mobaID = mobaID; character.group = moba5V5Config.Group; //阵营 character.type = moba5V5Config.Type; //类型 character.route = moba5V5Config.Route; //默认导航线路 } await timerComponent.WaitAsync(1000); //创建3个蓝方法师 配置编号34-36 for (int i = 0; i < 3; i++) { //获取角色配置 Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 34); GameObject prefab = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab); prefab.transform.position = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]); prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0); //创建角色 Gamer gamer = ETModel.ComponentFactory.Create <Gamer>(); gamer.GameObject = UnityEngine.Object.Instantiate(prefab); gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false); int mobaID = moba.MobaID; //获取ID moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典 //添加Unity组件 NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>(); navMeshAgent.radius = 0.2f; navMeshAgent.height = 0.8f; navMeshAgent.angularSpeed = 360f; navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance; //添加ET组件 gamer.AddComponent <GamerAnimatorComponent>(); gamer.AddComponent <GamerMoveComponent>(); gamer.AddComponent <GamerTurnComponent>(); gamer.AddComponent <GamerPathComponent>(); //设置角色 CharacterComponent character = gamer.AddComponent <CharacterComponent>(); character.mobaID = mobaID; character.group = moba5V5Config.Group; //阵营 character.type = moba5V5Config.Type; //类型 character.route = moba5V5Config.Route; //默认导航线路 } //创建3个红方法师 配置编号43-45 for (int i = 0; i < 3; i++) { //获取角色配置 Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 43); GameObject prefab = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab); prefab.transform.position = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]); prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0); //创建角色 Gamer gamer = ETModel.ComponentFactory.Create <Gamer>(); gamer.GameObject = UnityEngine.Object.Instantiate(prefab); gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false); int mobaID = moba.MobaID; //获取ID moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典 //添加Unity组件 NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>(); navMeshAgent.radius = 0.2f; navMeshAgent.height = 0.8f; navMeshAgent.angularSpeed = 360f; navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance; //添加ET组件 gamer.AddComponent <GamerAnimatorComponent>(); gamer.AddComponent <GamerMoveComponent>(); gamer.AddComponent <GamerTurnComponent>(); gamer.AddComponent <GamerPathComponent>(); //设置角色 CharacterComponent character = gamer.AddComponent <CharacterComponent>(); character.mobaID = mobaID; character.group = moba5V5Config.Group; //阵营 character.type = moba5V5Config.Type; //类型 character.route = moba5V5Config.Route; //默认导航线路 } }
protected override async void Run(ETModel.Session session, A1004_CreateMoba5V5Secene_M2C message) { //开启加载界面 切换UI UIComponent uiComponent = Game.Scene.GetComponent <UIComponent>(); UI ui = uiComponent.Get(UIType.SekiaLobby); if (ui == null) { return; } if (ui.GetComponent <SekiaLobbyComponent>().isMatching == false) { return; } uiComponent.Create(UIType.Moba5V5UI); uiComponent.Remove(UIType.SekiaLobby); //切换场景 using (SceneChangeComponent sceneChangeComponent = ETModel.Game.Scene.AddComponent <SceneChangeComponent>()) { await sceneChangeComponent.ChangeSceneAsync(SceneType.Moba5V5Map); } //加载配置 ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>(); await resourcesComponent.LoadBundleAsync($"unit.unity3d"); GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit"); ConfigComponent config = Game.Scene.GetComponent <ConfigComponent>(); Moba5V5Component moba = Game.Scene.AddComponent <Moba5V5Component>(); //创建空气墙 编号73和74 for (int i = 0; i < 2; i++) { Moba5V5Config qiang = (Moba5V5Config)config.Get(typeof(Moba5V5Config), 73 + i); GameObject qiangPrefab = bundleGameObject.Get <GameObject>(qiang.Prefab); qiangPrefab.transform.position = new Vector3((float)qiang.Position[0], (float)qiang.Position[1], (float)qiang.Position[2]); qiangPrefab.transform.eulerAngles = new Vector3(0, qiang.Rotation, 0); qiangPrefab.name = $"Qiang{(i + 1).ToString()}"; UnityEngine.Object.Instantiate(qiangPrefab).transform.SetParent(GameObject.Find($"/Global/Unit").transform, false); } //创建10个英雄的GameObject和Gamer MobaID编号1-10 for (int i = 0; i < message.Gamers.Count; i++) { //获取英雄配置 角色配置 技能配置 HeroConfig heroConfig = (HeroConfig)config.Get(typeof(HeroConfig), message.Gamers[i].HeroID); Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 1); GameObject prefab = bundleGameObject.Get <GameObject>(heroConfig.Prefab); prefab.transform.position = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]); prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0); //创建角色 Gamer gamer = ETModel.ComponentFactory.Create <Gamer, long>(message.Gamers[i].UserID); gamer.GameObject = UnityEngine.Object.Instantiate(prefab); gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false); int mobaID = moba.MobaID; //获取ID moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典 //添加Unity组件 NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>(); navMeshAgent.radius = 0.2f; navMeshAgent.height = 0.8f; navMeshAgent.angularSpeed = 360f; navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance; //添加ET组件 GamerAnimatorComponent anime = gamer.AddComponent <GamerAnimatorComponent>(); gamer.AddComponent <GamerMoveComponent>(); gamer.AddComponent <GamerTurnComponent>(); gamer.AddComponent <GamerPathComponent>(); //设置角色 CharacterComponent character = gamer.AddComponent <CharacterComponent>(); character.mobaID = mobaID; character.group = moba5V5Config.Group; //阵营 character.type = moba5V5Config.Type; //类型 character.route = moba5V5Config.Route; //默认导航线路 character.anime = anime; //确认本地玩家 if (gamer.UserID == GamerComponent.Instance.MyUser.UserID) { gamer.AddComponent <GamerCameraComponent>(); moba.myGamer = gamer; } } //创建攻击类建筑 MobaID编号11-30 for (int i = 0; i < 20; i++) { //获取角色配置 Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + 11); //创建角色 Gamer gamer = ETModel.ComponentFactory.Create <Gamer>(); gamer.GameObject = GameObject.Find($"/World/5v5_Map/mobaTower{i+1}"); gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false); int mobaID = moba.MobaID; //获取ID moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典 //添加ET组件 gamer.AddComponent <GamerAnimatorComponent>(); CharacterComponent character = gamer.AddComponent <CharacterComponent>(); //设置角色 character.mobaID = mobaID; character.group = moba5V5Config.Group; //阵营 character.type = moba5V5Config.Type; //类型 } //初始加载完成 SessionComponent.Instance.Session.Send(new A1007_GamerReadyMoba5V5_C2M()); //等待服务端通知游戏计时开始 //等待服务端通知刷新第一波小兵 //等待服务端通知刷新普通野怪 //等待服务端通知刷新大龙 }
//1,刷新所有配置表 2,发送邮件 3,解散房间 4,增减黑名单 5,生成报表 6,查看用户信息 7,强制离线 8,修改用户信息 9,查看游戏内信息 protected override async void Run(Session session, C2G_GM message, Action <G2C_GM> reply) { G2C_GM response = new G2C_GM(); try { DBProxyComponent proxyComponent = Game.Scene.GetComponent <DBProxyComponent>(); if (Game.Scene.GetComponent <ConfigComponent>() != null) { Game.Scene.RemoveComponent <ConfigComponent>(); } Game.Scene.AddComponent <ConfigComponent>(); ConfigComponent configCom = Game.Scene.GetComponent <ConfigComponent>(); StartConfigComponent _config = Game.Scene.GetComponent <StartConfigComponent>(); IPEndPoint mapIPEndPoint = _config.MapConfigs[0].GetComponent <InnerConfig>().IPEndPoint; Session mapSession = Game.Scene.GetComponent <NetInnerComponent>().Get(mapIPEndPoint); switch (message.Type) { case 1: { //刷新所有配置表 List <PlayerBaseInfo> allInfos = await proxyComponent.QueryJsonDBInfos <PlayerBaseInfo>(); { //商城 List <ShopConfig> shopList = new List <ShopConfig>(); for (int i = 1; i < configCom.GetAll(typeof(ShopConfig)).Length + 1; ++i) { int id = 1000 + i; ShopConfig config = (ShopConfig)configCom.Get(typeof(ShopConfig), id); shopList.Add(config); } ShopData.getInstance().getDataList().Clear(); ShopData.getInstance().getDataList().AddRange(shopList); } { //任务 List <TaskConfig> taskList = new List <TaskConfig>(); for (int i = 1; i < configCom.GetAll(typeof(TaskConfig)).Length + 1; ++i) { int id = 100 + i; TaskConfig config = (TaskConfig)configCom.Get(typeof(TaskConfig), id); taskList.Add(config); } TaskData.getInstance().getDataList().Clear(); TaskData.getInstance().getDataList().AddRange(taskList); for (int i = 0; i < allInfos.Count; ++i) { List <TaskProgressInfo> taskInfos = await proxyComponent.QueryJson <TaskProgressInfo>($"{{UId:{allInfos[i].Id}}}"); //无论删减任务 都要刷新一下任务的数据库 for (int j = 0; j < taskInfos.Count; ++j) { TaskConfig config = TaskData.getInstance().GetDataByTaskId(taskInfos[j].TaskId); if (config != null) { taskInfos[j].Name = config.Name; taskInfos[j].Target = config.Target; taskInfos[j].Reward = config.Reward; taskInfos[j].Desc = config.Desc; await proxyComponent.Save(taskInfos[j]); } } #region 增加任务先不管 update时会重新添加 //if (TaskData.getInstance().getDataList().Count > taskInfos.Count) //{ // //增加了新任务 // for (int j = 0; j < TaskData.getInstance().getDataList().Count; ++j) // { // List<TaskProgressInfo> progresses = await proxyComponent.QueryJson<TaskProgressInfo>($"{{UId:{allInfos[i].Id},TaskId:{TaskData.getInstance().getDataList()[j].Id}}}"); // if (progresses.Count <= 0) // { // TaskProgressInfo progress = // ComponentFactory.CreateWithId<TaskProgressInfo>(IdGenerater.GenerateId()); // progress.IsGet = false; // progress.UId = allInfos[i].Id; // progress.Name = TaskData.getInstance().getDataList()[j].Name; // progress.TaskId = (int)TaskData.getInstance().getDataList()[j].Id; // progress.IsComplete = false; // progress.Target = TaskData.getInstance().getDataList()[j].Target; // progress.Reward = TaskData.getInstance().getDataList()[j].Reward; // progress.Desc = TaskData.getInstance().getDataList()[j].Desc; // progress.CurProgress = 0; // await proxyComponent.Save(progress); // } // } //} #endregion if (TaskData.getInstance().getDataList().Count < taskInfos.Count) { for (int j = 0; j < taskInfos.Count; ++j) { TaskConfig config = TaskData.getInstance().GetDataByTaskId(taskInfos[j].TaskId); List <TaskProgressInfo> progresses = await proxyComponent.QueryJson <TaskProgressInfo>($"{{UId:{allInfos[i].Id},TaskId:{taskInfos[j].TaskId}}}"); if (config == null) { if (progresses.Count > 0) { //删除该任务 await proxyComponent.Delete <TaskProgressInfo>(progresses[0].Id); } } } } } { //成就 List <ChengjiuConfig> chengjiuList = new List <ChengjiuConfig>(); for (int i = 1; i < configCom.GetAll(typeof(ChengjiuConfig)).Length + 1; ++i) { int id = 100 + i; ChengjiuConfig config = (ChengjiuConfig)configCom.Get(typeof(ChengjiuConfig), id); chengjiuList.Add(config); } ChengjiuData.getInstance().getDataList().Clear(); ChengjiuData.getInstance().getDataList().AddRange(chengjiuList); for (int i = 0; i < allInfos.Count; ++i) { List <ChengjiuInfo> chengjiuInfos = await proxyComponent.QueryJson <ChengjiuInfo>($"{{UId:{allInfos[i].Id}}}"); //无论删减任务 都要刷新一下任务的数据库 for (int j = 0; j < chengjiuInfos.Count; ++j) { ChengjiuConfig config = ChengjiuData.getInstance().GetDataByChengjiuId(chengjiuInfos[j].TaskId); if (config != null) { chengjiuInfos[j].Name = config.Name; chengjiuInfos[j].Target = config.Target; chengjiuInfos[j].Reward = config.Reward; chengjiuInfos[j].Desc = config.Desc; await proxyComponent.Save(chengjiuInfos[j]); } } #region 增加(暂时先不管 Update时会新加) //if (ChengjiuData.getInstance().getDataList().Count > chengjiuInfos.Count) //{ // //增加了新成就 // for (int j = chengjiuInfos.Count; j < ChengjiuData.getInstance().getDataList().Count; ++j) // { // List<ChengjiuInfo> progresses = await proxyComponent.QueryJson<ChengjiuInfo>($"{{UId:{allInfos[i].Id},TaskId:{ChengjiuData.getInstance().getDataList()[j].Id}}}"); // if (progresses.Count <= 0) // { // Log.Debug("增加新成就"); // ChengjiuInfo progress = // ComponentFactory.CreateWithId<ChengjiuInfo>(IdGenerater.GenerateId()); // progress.IsGet = false; // progress.UId = allInfos[i].Id; // progress.Name = ChengjiuData.getInstance().getDataList()[j].Name; // progress.TaskId = (int)ChengjiuData.getInstance().getDataList()[j].Id; // progress.IsComplete = false; // progress.Target = ChengjiuData.getInstance().getDataList()[j].Target; // progress.Reward = ChengjiuData.getInstance().getDataList()[j].Reward; // progress.Desc = ChengjiuData.getInstance().getDataList()[j].Desc; // progress.CurProgress = 0; // await proxyComponent.Save(progress); // } // } //} #endregion if (ChengjiuData.getInstance().getDataList().Count < chengjiuInfos.Count) { for (int j = 0; j < chengjiuInfos.Count; ++j) { ChengjiuConfig config = ChengjiuData.getInstance().GetDataByChengjiuId(chengjiuInfos[j].TaskId); List <ChengjiuInfo> progresses = await proxyComponent.QueryJson <ChengjiuInfo>($"{{UId:{allInfos[i].Id},TaskId:{chengjiuInfos[j].TaskId}}}"); if (config == null) { if (progresses.Count > 0) { //删除该成就 await proxyComponent.Delete <ChengjiuInfo>(progresses[0].Id); } } } } } } } } break; case 2: { //发送邮件 uid为空则为给全部玩家发送邮件 if (message.UId != -1) { Log.Debug("Mail" + message.UId + message.Title + message.Content + message.Reward); await DBCommonUtil.SendMail(message.UId, message.Title, message.Content, message.Reward); } else { //分批发还是全部一次性发 List <PlayerBaseInfo> playerBaseInfos = await proxyComponent.QueryJsonDBInfos <PlayerBaseInfo>(); if (playerBaseInfos.Count > 0) { for (int i = 0; i < playerBaseInfos.Count; ++i) { await DBCommonUtil.SendMail(playerBaseInfos[i].Id, message.Title, message.Content, message.Reward); } } } } break; case 3: { //解散房间 M2G_GMInfo m2G_GMInfo = (M2G_GMInfo)await mapSession.Call(new G2M_GMInfo() { Type = 3, Uid = message.UId }); response.Error = m2G_GMInfo.Error; response.Message = m2G_GMInfo.Message; } break; case 4: { //增减黑名单(根据玩家IP) List <BlackList> blackList = await proxyComponent.QueryJson <BlackList>($"{{ip:'{message.IP}'}}"); if (string.IsNullOrEmpty(message.EndTime)) { //删除黑名单 if (blackList.Count > 0) { blackList[0].EndTime = "2000-01-01 00:00:00"; await proxyComponent.Save(blackList[0]); } } else { if (blackList.Count > 0) { blackList[0].EndTime = message.EndTime; await proxyComponent.Save(blackList[0]); } else { BlackList list = ComponentFactory.CreateWithId <BlackList>(IdGenerater.GenerateId()); list.Uid = message.UId; list.ip = message.IP; list.EndTime = message.EndTime; list.Reason = message.Reason; await proxyComponent.Save(list); } } } break; case 5: { //生成报表 string logData = await DataStatistics.Start(message.CreateBaobiaoTime, message.Content); response.LogData = logData; } break; case 6: //查看用户信息 List <PlayerBaseInfo> infos = new List <PlayerBaseInfo>(); AccountInfo accountInfo = null; List <Log_Login> logLogins = new List <Log_Login>(); if (message.UId != 0) { infos = await proxyComponent.QueryJson <PlayerBaseInfo>($"{{_id:{message.UId}}}"); accountInfo = await DBCommonUtil.getAccountInfo(message.UId); logLogins = await proxyComponent.QueryJson <Log_Login>($"{{Uid:{message.UId}}}"); } else if (!string.IsNullOrEmpty(message.Name)) { infos = await proxyComponent.QueryJson <PlayerBaseInfo>($"{{Name:'{message.Name}'}}"); if (infos.Count > 0) { accountInfo = await DBCommonUtil.getAccountInfo(infos[0].Id); logLogins = await proxyComponent.QueryJson <Log_Login>($"{{Uid:{infos[0].Id}}}"); } } if (infos.Count > 0) { PlayerInfo info = new PlayerInfo(); info.Name = infos[0].Name; info.GoldNum = infos[0].GoldNum; info.WingNum = infos[0].WingNum; info.HuaFeiNum = infos[0].HuaFeiNum; info.IsRealName = infos[0].IsRealName; info.VipTime = infos[0].VipTime; info.EmogiTime = infos[0].EmogiTime; info.MaxHua = infos[0].MaxHua; info.TotalGameCount = infos[0].TotalGameCount; info.WinGameCount = infos[0].WinGameCount; response.UId = infos[0].Id; M2G_GMInfo m2G_GMInfo = (M2G_GMInfo)await mapSession.Call(new G2M_GMInfo() { Type = 6, Uid = message.UId }); Log.Debug(m2G_GMInfo.Type + ""); response.IsInGame = m2G_GMInfo.Type; if (logLogins.Count > 0) { response.LastOnlineTime = logLogins[logLogins.Count - 1].CreateTime; } if (accountInfo != null) { info.Phone = accountInfo.Phone; response.RegisterTime = accountInfo.CreateTime; response.Channel = accountInfo.ChannelName; } response.Info = info; response.Ip = logLogins[logLogins.Count - 1].ip; } else { response.Message = "不存在该用户信息"; response.Error = ErrorCode.ERR_Exception; response.Info = null; } break; case 7: { //强制玩家离线 UserComponentSystem.ForceOffline(message.UId, message.Reason); } break; case 8: { //更改用户信息 if (message.UId == -1) { List <PlayerBaseInfo> playerBaseInfos = await proxyComponent.QueryJsonDBInfos <PlayerBaseInfo>(); if (playerBaseInfos.Count > 0) { for (int i = 0; i < playerBaseInfos.Count; ++i) { if (!message.Icon.Equals("0")) { playerBaseInfos[0].Icon = message.Icon; await proxyComponent.Save(playerBaseInfos[0]); } if (message.RestChangeNameCount != 0) { playerBaseInfos[0].RestChangeNameCount = message.RestChangeNameCount; await proxyComponent.Save(playerBaseInfos[0]); } if (!message.Prop.Equals("0")) { await DBCommonUtil.changeWealthWithStr(playerBaseInfos[i].Id, message.Prop, "GM中增加玩家道具"); } } } } else { List <PlayerBaseInfo> playerInfos = await proxyComponent.QueryJson <PlayerBaseInfo>($"{{_id:{message.UId}}}"); if (playerInfos.Count > 0) { if (!message.Icon.Equals("0")) { playerInfos[0].Icon = message.Icon; await proxyComponent.Save(playerInfos[0]); } if (message.RestChangeNameCount != 0) { playerInfos[0].RestChangeNameCount = message.RestChangeNameCount; await proxyComponent.Save(playerInfos[0]); } if (!message.Prop.Equals("0")) { await DBCommonUtil.changeWealthWithStr(message.UId, message.Prop, "GM中增加玩家道具"); } } else { response.Error = ErrorCode.ERR_Exception; response.Message = "用户不存在,请检查UID是否正确"; } } } break; case 9: { //查看游戏内信息 M2G_GetRoomInfo getRoomInfo = (M2G_GetRoomInfo)await mapSession.Call(new G2M_GetRoomInfo()); response.Room = new RoomInfo(); response.Room.NewRoomCount = getRoomInfo.NewRoomCount; response.Room.NewTotalPlayerInGameCount = getRoomInfo.NewTotalPlayerInGameCount; response.Room.JingRoomCount = getRoomInfo.JingRoomCount; response.Room.JingTotalPlayerInGameCount = getRoomInfo.JingTotalPlayerInGameCount; } break; case 10: { // 发送通知 UserComponentSystem.EmergencyNotice(message.UId, message.Content); } break; case 11: { //session int count = Game.Scene.GetComponent <NetOuterComponent>().sessions.Count; response.Channel = count.ToString(); } break; case 12: { //改变玩家好友房钥匙 long uid = message.UId; // -1代表给所有人发 int num = message.RestChangeNameCount; string endTime = message.EndTime; // 如果是删除钥匙,此参数可以为空 string reason = message.Reason; if (uid != -1) { if (num > 0) { await DBCommonUtil.AddFriendKey(uid, num, endTime, reason); } else if (num < 0) { await DBCommonUtil.DeleteFriendKey(uid, -num, reason); } } else { List <AccountInfo> listData = await proxyComponent.QueryJsonDBInfos <AccountInfo>(); for (int i = 0; i < listData.Count; i++) { if (num > 0) { await DBCommonUtil.AddFriendKey(listData[i].Id, num, endTime, reason); } else if (num < 0) { await DBCommonUtil.DeleteFriendKey(listData[i].Id, -num, reason); } } } } break; } reply(response); } catch (Exception e) { ReplyError(response, e, reply); } }
public void Start() { MyListerner = new HttpListener(); while (true) { try { MyListerner.AuthenticationSchemes = AuthenticationSchemes.Anonymous; ConfigComponent configComponent = Game.Scene.GetComponent <ConfigComponent>(); HttpListenerAddressConfig httpListenerAddressConfig = (HttpListenerAddressConfig)configComponent.Get(typeof(HttpListenerAddressConfig), 0); Log.Debug("服务器地址......" + httpListenerAddressConfig.Address); MyListerner.Prefixes.Add(httpListenerAddressConfig.Address); MyListerner.Start(); } catch (Exception ex) { Log.Debug(ex + "服务器启动失败......"); break; } Log.Debug("服务器启动成功......"); //线程池 int minThreadNum; int portThreadNum; int maxThreadNum; ThreadPool.GetMaxThreads(out maxThreadNum, out portThreadNum); ThreadPool.GetMinThreads(out minThreadNum, out portThreadNum); Log.Debug($"最大线程数:{maxThreadNum}"); Log.Debug($"最小空闲线程数:{minThreadNum}"); //ThreadPool.QueueUserWorkItem(new WaitCallback(TaskProc1), x); Log.Debug("\n等待客户连接中......"); while (true) { //等待请求连接 //没有请求则GetContext处于阻塞状态 HttpListenerContext ctx = MyListerner.GetContext(); ThreadPool.QueueUserWorkItem(new WaitCallback(TaskProc), ctx); } } }
protected override void Run(ETModel.Session session, A1012_NewMonster_M2C message) { //服务端通知客户端刷新一窝野怪 TimerComponent timerComponent = ETModel.Game.Scene.GetComponent <TimerComponent>(); ResourcesComponent resourcesComponent = ETModel.Game.Scene.GetComponent <ResourcesComponent>(); GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit"); ConfigComponent config = Game.Scene.GetComponent <ConfigComponent>(); Moba5V5Component moba = Moba5V5Component.instance; //野怪点ID 编号分别为:49 51 52 54 57 58 59 60 61 62 63 64 65 68 70 71 int configID; //配置编号 int monsterNumber; //野怪数量 switch (message.MonsterID) { case 49: //蜥蜴 configID = 49; monsterNumber = 2; break; case 51: //蓝Buff configID = 51; monsterNumber = 1; break; case 52: //狼 configID = 52; monsterNumber = 2; break; case 54: //熊 configID = 54; monsterNumber = 3; break; case 57: //红Buff configID = 57; monsterNumber = 1; break; case 58: //鸟 configID = 58; monsterNumber = 1; break; case 59: //河道蟹 configID = 59; monsterNumber = 1; break; case 60: //河道蟹 configID = 60; monsterNumber = 1; break; case 61: //大Boss configID = 61; monsterNumber = 1; break; case 62: //小Boss configID = 62; monsterNumber = 1; break; case 63: //鸟 configID = 63; monsterNumber = 1; break; case 64: //红buff configID = 64; monsterNumber = 1; break; case 65: //熊 configID = 65; monsterNumber = 3; break; case 68: //狼 configID = 68; monsterNumber = 2; break; case 70: //蓝Buff configID = 70; monsterNumber = 1; break; case 71: //蜥蜴 configID = 71; monsterNumber = 2; break; default: throw new Exception("未知野怪点"); } for (int i = 0; i < monsterNumber; i++) { if (i == 12) { continue; } //获取角色配置 Moba5V5Config moba5V5Config = (Moba5V5Config)config.Get(typeof(Moba5V5Config), i + configID); GameObject prefab = bundleGameObject.Get <GameObject>(moba5V5Config.Prefab); prefab.transform.position = new Vector3((float)moba5V5Config.Position[0], (float)moba5V5Config.Position[1], (float)moba5V5Config.Position[2]); prefab.transform.eulerAngles = new Vector3(0, moba5V5Config.Rotation, 0); //创建角色 Gamer gamer = ETModel.ComponentFactory.Create <Gamer>(); gamer.GameObject = UnityEngine.Object.Instantiate(prefab); gamer.GameObject.transform.SetParent(GameObject.Find($"/Global/Unit").transform, false); int mobaID = moba.MobaID; //获取ID moba.mobaIDGamers.Add(mobaID, gamer); //添加到词典 //添加Unity组件 NavMeshAgent navMeshAgent = gamer.GameObject.AddComponent <NavMeshAgent>(); navMeshAgent.radius = 0.2f; navMeshAgent.height = 0.8f; navMeshAgent.angularSpeed = 360f; navMeshAgent.obstacleAvoidanceType = ObstacleAvoidanceType.NoObstacleAvoidance; //添加ET组件 gamer.AddComponent <GamerAnimatorComponent>(); gamer.AddComponent <GamerMoveComponent>(); gamer.AddComponent <GamerTurnComponent>(); gamer.AddComponent <GamerPathComponent>(); //设置角色 CharacterComponent character = gamer.AddComponent <CharacterComponent>(); character.mobaID = mobaID; character.group = moba5V5Config.Group; //阵营 character.type = moba5V5Config.Type; //类型 } }